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Messages - Scavenger

#741
The Rumpus Room / Re: The MSPaint game
Sun 23/10/2005 22:01:11
Cards for sorrow, cards for pain! And then I realise....

I'm going hoooooooooooooome.

Obscure reference to camp cult film! Yay!

NEXT: Kelloggs - The Musical.
#742
Critics' Lounge / Closeup cutscene concepts?
Sun 09/10/2005 12:52:00
I was thinking, due to the nature of the art style I'm using in UTD (ie, easy), I could do close ups of the characters. But, the problem was that closeups need backgrounds, and I didn't want to bother my background artist TOO much. So, I thought up a way to make backgrounds for the closeups easier.



All I did was take a relevant section of the test BG, blurred it a LOT (until the pixels weren't noticable anymore), and added the character over the top =P. Does this look good? Professional, even? And if not, can you suggest an alternative?

And does anyone know which character I ripped off the design for the character shown? XP
#743

It seems sometimes only one column is drawn to the screen for a wall. Strange, no?

Question. Why are ceiling and floor textures unfeasable? I mean, there weren't either in Wolf3D... I really can't see any reason why we can't add them. I guess there is one... probably something to do with.. er.. not being able to draw the sprite at that angle? Mreh... I don't know.
#744
This is truely awe inspiring. o.o I am amazed at how much you people have done in a short amount of time! Obviously, it might need a little tuning up and speed fixes (the stairs in particular... though, that's not really an issue if you don't need stairs.), but I really could see this being put into great use!

I wonder if there'd be a speed increase if the game were 8bit rather than 16bit? Probably not, since it's sorting issues slowing it down (or so I've read) Well, if you did have it in 8bit, you could have rudimentary texture animation like running water though CyclePalette... I was thinking a waterfall or something similar...
#745
The work area seems to be very small. Horizontal scrolling bars are annoying... I'm sure that they're not the most comfortable things to work with. It's certainly not the case with web browsers.  There's a lot of wasted space, too. I don't think you need the explaination of the acronym on the interface itself. It might be good on an ABOUT page, or a startup sequence, or even mentioned in conversation?

Question: What will LISA's mugshot be doing during the time on the PDA? I think it would be cool if she looked around, and talked when prompted. Makes it seem more alive. Or do you only have the one photo?
#746
Critics' Lounge / Re: Close up scenes.
Wed 07/09/2005 17:05:13
I've been working on some sample close ups, for when I can't be bothered to animate stuff. I'm not the background artist for this project, so they're incomplete for now.



#747
General Discussion / Re: My GCSE results.
Thu 25/08/2005 21:34:32
Meh =P I got my GCSE results also today ^^. On the most part, I'm pleased.
Dbl Science: A A
Dbl English: A A
R.E: A
Maths: B
Drama: C (I got docked for being late with my coursework)
Dbl Art: D D (Rar =( I do baaad. I would have faired better with the other art course =P)

And the less said about ICT the better =P

FIVE As! I can go onto A-Levels now with a firm hold. Shame it was in the subjects I didn't actually try hard in. o.o
#748
Critics' Lounge / Re: And Now, A Background
Thu 25/08/2005 10:09:35
I think I failed at not drawing in perspective right XD I was deliberately NOT using it, but it always ends up too subtle. You think I should fix the well? I like the effect it makes =3
#749
Critics' Lounge / Re: Until the Dawn's Ryruu!
Wed 24/08/2005 19:24:51
I'm really quite amused at that post. =P Not only is it trolling (judging by the inflammatory comment, and the joke about mods), it's trolling in a language only a few people here know! =o Funny. =P Can someone remove that post? It doesn't seem to be doing anything constructive.

Well, enough of that. Here's a background to go with it!

#750
Pfft. I'll remove all references, then. I called it MOCK-DOTT, since I used the palette, the basic outlining/shading style, and I kept looking at DOTT sprites for reference. I think the only thing I did wrong was not exaggerate enough =P. Enough with the 'It's not DOTT', since I already pointed out it wasn't - First post. What I would like, though, is a link to the DOTT sprites palette or something. I've been looking and I can't find it! Is my best bet to rip it with a costume/something editor from the game itself?

Rar. And stuff.
#751
Aye, that's why I changed it from DOTT, to Mock-DOTT. I should change it further to Definately-not-DOTT or even 'This-has-absoloutely-nothing-to-do-with-DOTT-no-sirree' if anyone objects XD

There was indeed a hyena somewhere along the line. I must revamp him, too.

But what I really need to do, is have walking animations. They seem to be the toughest things to do properly. Everything else is a breeze - comparitively.
#752
Critics' Lounge / Close up scenes.
Tue 23/08/2005 01:36:55
I bet most of you don't remember me, but I was here long ago, a fledgling game designer wanting to make a game. I realised, however, my ability wasn't up to scratch, in any of the areas involved, so I fled away to hone my skills a little. And back I am, because you guys are the best people for adventure game sprites!

Remember him?

Man, nostalgia. I remember making the very first version of him, long ago. This isn't DOTT style. It only uses the palette and some of the simple 'shading' or lack thereof. I hope I've cleared up any confusion. You'll notice he's been redesigned ever so slightly, for example the blonde hair, dungarees instead of trousers, and he's a lot smaller >>

..

CHIPMUNK BEARS =D

C+C?

(Edited to stop people pointing out it isn't DOTT)
#753
Amen, brother! And all that rot. I too am guilty. o.o

When I was little, I collected EVERYTHING. And I mean everything. If it was loose, I would take it, and use it. For example, instead of merely taking something from the other side of the table, I would rig up a net/lasso to catch it. Keys still in the door? A grappling hook'll take care of that! And why use the door when you can lever open a window instead? I still have that same urge sometimes. I hate easy.

Also, when I'm doing stuff, I have an inner status line which I murmur.
"Pick up soldering iron."
"Use soldering iron on circuit board"
"Go to tap."
"Run hand under water."

Man. I'm so messed up. And I still carry around useless items.

Oh, and one last thing. If something you are considering is totally futile or stupid, do you say to yourself: "That doesn't work." out loud?

Not to mention my undying urge to climb to lofty and dangerous places JUST because there's a tiny glint, and a mental tag saying: "Shiny"!

And making a 'Magic Map' in my head so I can go to places I've already been quickly!

And thinking I have to get an obscure item for someone every time I ask them a favour.

And keeping all chainsaws out of gas.
It's all true. All of it.
#754
Woo! Plot holes! >> Time to patch this one up, methinks.

1) The Assassin wears these costumes so he can't be identified. If a clown killed someone, then a.. I think it was a pixie or something, killed another, most average people would think it was two different people. Besides, he got a much more effective disguise A LOT later in the game.

2) The Templars and the Assassin are always one step ahead, because, I guess Nico and George are following them. The assassin hunt, the Templar meeting, Nico and George are behind because Kahn and the Neo Templars -already- know everything. N and G have to research on the fly.

This is just my opinion, though. Not official fact. >>
#755
Whoa. This is OLD...  must've been over six months ago. You're completely and utterly correct. SIBIDS was sloppily coded.. looking back on it now, I cringe at the sight of it! I definately didn't know how to distribute code ¬¬. Or write it, for that matter. It went through two seperate game files before release. Uck. I'll make it my sworn duty to write better and more coherent code next time!

I thank you truely and sincerely for fixing this age old problem... you're a regular philanthropist!

EDIT: Tested game. Works fine for me.
#756
I've been attempting to create a few video game sprites for an animated series I'm planning, but unfortunately I cannot seem to get past the 'Concept' stage. I kinda need some advice on how to transpose them from Hand-Drawn to Sprite form.

Here is the art for three of the characters:

I'm quite surprised at how well they came out. I'm not usually good at humans...

And here is my attempt at Invincible:


For some reason, I can't get past the style of 'Little Kid uses MSPaint' in my opinion... even though I'm using the Nintendo palette and PSP!

Also, any comments on the designs themselves? Too bland? Too complicated?

First one: Main lead. Generic platform hero (female). Uses glitched (bad-code) projectiles and basic kicks and punches. Shy, reclusive, and compassionate, though everything she touches is 'destroyed' or at least somewhat broken.

Second: Supporting Castmember and fighter. Uses martial arts and is able to create illusions of himself with very basic AI. Calm, collected, strategic, he places his companions above whatever noble cause they ultimately strive for.

Third: Supporting Castmember and platform hero. Uses energy blasts, weapons, the blade on his back as a kind of shrukien. Absoloutely reckless due to the Game Jinn codes that were fused with him when his game was first played. Doesn't care if he is hurt, and righteously thinks that every enemy should be wiped out.

Once these are done, I can start on pixelling the Game Jinn!
#757


An addition more than a fix, really... made the second guy's hair shorter and less angular, and made his sash hang off him instead of being angled. I still don't know how to fix the outlines. A little help, maybe an example? Thankyouu!

Oh, and:
1st: Hero
2nd: Warrior
3rd: "Author" / "Artist"
4th: Slime
5th: King of Slimes
#758
Critics' Lounge / 8/16bit Video Game Sprites
Mon 16/08/2004 16:57:19
After spending my morning looking at sprite comics and other strange things, I suddenly had the inspiration to draw sprites of my own. Again. These two, in fact, are probably the two most generic characters I've ever seen. The one on the left is the hero, and on the right is the learned warrior.



Two versions - 8bit, and 16bit. I'd like some critique on the bottom one in particular...
#759
Akumayo: I used 'Visual AGI' Sound Editor (Final Beta) to create the melody, then exported it as a MIDI, with some final editing in Evolution Sound Studio. I've found that this method allows anyone to create nice sounds, even if they are a little primitive (only three channels, remember.) This one was created with very little effort on my part.

Unfortunately, this piece of music is tied to something, but I'd be more than happy to make some music for your game. Just PM me how you would like it to sound (soft, harsh, frantic, peaceful for example). And I'll do my best! Okay? =]


And yes, it was created for an RPGish thing! ^^

#760
I made a short, 30second looping theme imitating the Game Boy/Nintendo. Can you critique it?

Tense/Evil theme:
CLICK

Corrected URL.
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